Classes of Artheria

The classes of Artheria are a bit off from your standard d20. Primarily because they are intended to be more customizable, and to make skills and feats more important, and the class itself less important. Basically, your supposed to be able to make almost any character concept using these rules. And if one of the classes fails you in this, then theres always the heavily modified and incredibly customizable Expert class to rely on.

Special
Normal Skills: Special
Combat Skills: Special
Magic Skills: Special
Skill points per level: Special
Hit Dice: Special
Will Save: Special
Fort Save: Special
Ref Save: Special
Specials: Special
Customization:
The Special is the 'gap' class, to be used when none of the other classes fit the character you want. Basically, the class is built on the assumption that the following attributes of classes are all equal in value:
2 class skills
2 skill points per level
One HD size type
One Good Saving throw
One bonus feat per 6 levels

Now, using this assumption, we let you choose 14 of these 'attributes'. The only limits are:
No more than 1d12 hit dice (base is 1d4)
No more than 10 skill points per level (Base is 0)
No more than 1 feat per 2 levels (Base is 0)

Using these, you can create a character of almost any type. He can be incredibly tough, with almost no combat skills, or the opposite; an incredibly weak guy who can outfight a normal fighter. If you can't create your character concept with that class, I'm sorry, but I can't help you.
Note to DMs: If a player comes in with a character using the Special class, who is rather obviously not designed to fit any particular design but simply maxed out towards combat advantages, feel free to smite him and end his misery, or ask me, and I'll do it for you.


Soldier
Normal Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str)
Combat Skills: Blades, Axes, Pole-Arms, Bludgeons, Bows, Projectile, Exotic
Magic Skills: None
Skill points per level: 5 + Int Mod
Hit Dice: 1d10
Will Save: Low
Fort Save: High
Ref Save: Low
Specials: One bonus combat feat per two levels

The Soldier is the trained fighter of the medieval day. While not a master of all combat techniques, he can be trained and specialized in any weapon, or he can become a general master of most of them. Whether archer, bladesman, or spearman, the Soldier is the king of the battlefield, and it would take cunning and intelligence on the part of an enemy to defeat an equally powerfull Soldier.

Sorcerer
Normal Skills: Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Spot (Wis)
Combat Skills: One among: Blades, Bludgeons
Magic Skills: Sorcerer Group
Skill points per level: 5 + Int Mod
Hit Dice: 1d4
Will Save: High
Fort Save: Low
Ref Save: Low
Specials: One bonus Magic feat per two levels

Mastering the arts of magic, the Sorcerer is able to call forth deadly magic upon his enemies, or to defend himself and his allies; or even simply to make life easier. While the sorcerer tends not to master weapons, as his sorcerous abilities are more important, if hes willing to sacrifice the time and energy to learn the blades instead of more magic, a Sorcerer can almost match a Soldier with his blade skill.

Cultist
Normal Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spot (Wis)
Combat Skills: By Spirit worshipped, or, any two of choice
Magic Skills: Cultist Group
Skill points per level: 5 + Int Mod
Hit Dice: 1d6
Will Save: High
Fort Save: Low
Ref Save: Low
Specials: One bonus Magic feat per two levels
              Depending on his standing with his spirit, his spirit may pay some of the Power cost of his                    spells, or come and speak to the cultist personally. The spirit may take on up to 1/2 the power                cost of all spells the cultist casts.

The Cultist is the bringer of spiritual energies, and the healer and support of any party. Tasked with gaining dedicated by his spirit, the Cultist will use his abilities, and those granted by his chosen spirit, to aid his allies in combat.

Rogue
Normal Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex),  and Use Rope (Dex)
Combat Skills: Blades, One of choice
Magic Skills: None
Skill points per level: 10 + Int Mod
Hit Dice: 1d6
Will Save: Low
Fort Save: Low
Ref Save: High
Specials: One bonus Rogue feat per two levels, 1 bonus 'Any' feat per 7 levels.

The Rogue is the master of skills. His abilities at stealth and his agility mark him as a valuable asset both in and out of combat. While some view the Rogue as unnecesary with the power of a sorcerer at your back, the Rogue can get into and out of places that a sorcerer would find hard even with magic, and the Rogue can't be knocked off the wall by a stray counter-spell to plummet to his death. This Rogue, unlike the standard, cannot use magical devices or decipher ancient languages. That would be a new, unique class, that you could make using 'Special'.

Necromancer
Normal Skills: Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Spot (Wis)
Combat Skills: Any one of choice
Magic Skills: Necromancer Group
Skill points per level: 5 + Int Mod
Hit Dice: 1d4
Will Save: High
Fort Save: Low
Ref Save: Low
Specials: One bonus Magic feat per two levels;
               Magic damages surrounding living things equal to Power cost of spells; Power cost of spells                  halved after damage dealt

The Necromancer is absolutely dangerous, both to his allies and his enemies. Those who would have one to aid them be wary; the power of his spells comes from those closest to him. The necromancer must run a fine line of balance; stray too far from his allies, and his enemies may defeat him with ease. Stay too close, and he will kill them a little bit more with each spell he casts.



Notably, this is similar to the 'Four core classes' thoughts of 2nd edition D&D. The only odd one out is the Necromancer. For all other classes, the Special is there to fill in for your needs; however, extra classes might be added, at request/suggestion.

Special Class:

Spirit
Normal Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spot (Wis)
Combat Skills: Any two of choice
Magic Skills: All
Skill points per level: 5 + Int Mod
Hit Dice: 1d6
Will Save: High
Fort Save: Low
Ref Save: Low
Specials: One bonus Magic feat per two levels
                             Spirits have the ability to affect the real world at 1/10th normal instead of 1/50th                                   normal with their spells from the shadow realm, but if ressurected, still get only                                    1/10th affect. They also add their Spirit level to all Shadow Realm-related will                                       saves.

The Spirit is the god, the haunter, or the vision. They guide and direct those still alive, or attempt to torment and harm them. They are those who wield the powers of the shadow realm.


If a class gives one bonus feat per 2 levels, it gives a bonus feat at 1st level, and then one at every even level thereafter.
In the special case of the Rogue, he gets a set of feats every 7 levels as well. The first is at 2, the second is at 8, the third is at 15, and the fourth is at 22. Be sure to seperate these from Rogue feats, since they can be used for any skill.
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